1743 comments

  1. Nymic
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    ANNOUNCEMENTS

    Greetings Necromancers, Version 1.8.4 might be a small update but it comes with a lot of changes to the perks, fixes and quality of life. Practical Necromancy [XB1] was also updated for the Xbox One over on Bethesda.net along with Practical Necromancy - Summermyst Patch [XB1]. For new users of the mod please remember that the grimoire will appear in your inventory soon after reanimating your first corpse with the mod enabled.

    For old users of the mod, Practical Necromancy is completely safe to update from older versions and doesn't require a new save - just be sure to follow the "Updating" procedure on the mod page. If you play with the older versions of Skyrim (1.5.97 and 1.6.640) then you will need Backported Extended ESL Support as well. Once in-game "equip" the book and press the "Update Mod" and wait patiently for the in-game update process to finalize.

    Please don't forget to endorse if you've enjoyed the mod so far and can't see yourself playing Skyrim again without it. If you like what you see, then check out my other mods.



    UPDATE NOTES

    Update 1.8.4 comes with new perks, fixes and more quality of life. One significant change is a tweak to the AI for Awakened Undead so please reawaken any of your Awakened Undead that may be following you so that their AI can update to these changes. Another change was made to the perk that was once the Thaumaturge perk, if you happen to have automaton minions then please learn the new perk that governs those minions, the Artificer perk to maintain your ability to interact with your construct minions. A bunch of folks will suddenly report having issues with their Awakened Undead and construct minions in the comments, when you see them please let them know or direct them to the sticky. Also please take the time to check out the change logs for more details as there were several changes made to the mod and to the perk tree.



    I would like to thank a few content creators for uncovering bugs or just in general inspiring me to design new features or perks for the new update.

    • JudgeBrand and swiftfoxmark2 who were both doing Necromancer playthroughs using the Nolvus mod pack. If you are looking for anyone to thank for the Custom Skills Framework patch then it would be those two - watching their playthroughs and seeing them instinctively searching for a perk tree that didn't exist - really pushed me to develop this patch.
    • Special thanks to megablackk1d who assisted me with the creation of the Custom Skills Framework patch for Skyrim 1.5.97.

    Now, I'd like to bring to your attention a new Skyrim content creator that I discovered while working on the 1.8.4 update, Icarus who is making some truly stellar and amazing story-driven playthroughs of Skyrim in his Broken Things series. This man is criminally underrated in the Skyrim content space and puts an incredible amount of effort into his work so I would really appreciate it if you guys would check him out and throw some support his way as well!


    LOAD ORDER

    Load order in general should not matter if you are using any of the other perk overhauls. There is one exception for Requiem though, so check out the "Mod Compatibility" section on where to position this mod in relation to Requiem.

    If you are a fan of my work and would like to see what I'm currently working on or always wanted a way to support my projects then you can check out my Patreon.

    
  2. TheDarkDragon7
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    I noticed that this mod makes AddItemMenu act... silly, and I get lag with this mod. While I find it fantastic, I can't live with my current issues related to the menus and scripts. Prob is my current potato PC, so I'll try this mod when I get a better setup.
    1. ModdingIsFun02
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      just dont use add item menu
    2. Erebuianwarlord
      Erebuianwarlord
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      what would you suggest using instead ive been looking for a new alternative to A.I.M. that works in the new version
    3. TheDarkDragon7
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      ModdinglsFun02 what are you talking about? It's a mod essential if you're on SE (Pre-AE). There are other options like Simple Item Spawner or QUI, but they're not as good as AIM. Also I found out what mod was killing my performance thanks to ReSaver, so once I upgrade my PC I'll be able to enjoy Practical Necromancy as it's supposed to be.
    4. ModdingIsFun02
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      TheDarkDragon7 add item menu is not required, add item menu, is a mod that makes it easier for people to cheat, it is not a requirement, which its already easy to cheat, all you have to do, is type "help "*insert a name or part of a name*" 4"

      for example:

      help "flame" 4, which then it'll show all npcs, items, spells, shouts, powers, everything with the name "flame" in it, which then you press "page up" and "page down" to scroll the console
  3. Gserv
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    There is no way to promote or remove mount. You can only play them. Or my mistake?
  4. SilentGhoulX
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    I will be honest here, I enjoyed this mod a lot more when it was still called "The Dark Arts", I tried the new version, updated the mod mid save and followed every step to the letter - and now I got to create an entirely new playthrough because 90% of the features don't work as they should.
    1. ModdingIsFun02
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      everything does work as intended, the issue is, you updated mid save, its never a smart idea to update mods that have massive changes like this
    2. SilentGhoulX
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      Yep.. It works on the new playthrough I made yesterday, I had to install the Custom Skill Menu, along with the patch to avoid any 'potential' issues that were in the old one. I was pissed off because I already crapped in 15 hours into the playthrough I had just started 2 days ago.

      But the description said it was alright to update it in mid-playthrough. I followed the instructions and it was still broken because I had learned most of the Dark Arts skills and powers. One thing I should mention as well was I didn't use the Dark Arts features until mid-way through the Dawnguard story, which I do first. On top of that, I have 300 mods installed and didn't realize Dark Arts had an update prior to starting the new playthrough.

      2 hours of fixing my modlist later and now the mod works as intended. It's a little lengthy and there's a lot more to take in, sure. But at least the features actually work this time.
  5. Darknessofchaos
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    Hello. I am having a bug where when I level up the stats of my character given to my awakened undead reset. Does anyone else have this issue or is it something on my end?
  6. Tegra795
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    For me its best Necromancy mod for skyrim right now, simple ,PRACTICAL and immersive.

    Great work Nymic, be proud of your work done here!
  7. Gserv
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    Animate Dead SPELL is like a cheat ahah ... no need soul or item. I study a werewolf than create 2 werewolf with scroll. Just dismiss and reanimate if necessary and 0 % corruption. hmmm If you think about it, it doesn't seem like the corruption system works for me
    1. ModdingIsFun02
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      the corruption system is for the "awaken undead" feature, not the reanimation feature 
  8. MLGdude2468
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    why do my summons always show up dead.
    1. ModdingIsFun02
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      after you creat an undead, you gotta either dimiss it or let it die in combat, after you do that, do the ritual again but this time select "awaken undead" (make sure you promote your creature before you awaken it)
  9. Enderskull2008
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    Is there a way to increase the necromancy skill through commands?
  10. Tkay1996
    Tkay1996
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    Hey guys, 
    This mod needs a spell that banishes every single minion all at once. 
    instead of opening the book, going to cast, going to banish dead, wait for 10 seconds,
    opening the book again, going to cast, going to banish beast, waiting for another 10 seconds!!!!!
    it'll be waaaaaaay easier and less time consuming if there was an option to banish all your army from different class in one go!
    1. ModdingIsFun02
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      there already is, theres a shout/power that makes your spell cast on every creature you have summoned, and theres a spell that banishes your targeted summon

      if you equip both of them, and press your power/shout key, itll banish all your summons
    2. Tkay1996
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      whats the name of the shout \power? is it a mod or  is it ingame? 
    3. ModdingIsFun02
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      sorry, just now saw your replay, to answer your question:

      1. its from this mod

      2. the shout/power is called "Memento Mori", itll cast your "non hostile spells" on your summons, that is equipped in your right hand

      so if you equip the shout/power, and put "dismiss" on your right hand, then use your shout/power, itll cast "dismiss" on all your summons, or you can use any other non hostile spells, for example oak flesh, to make your summons stronger
  11. spite911
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    Hi.
    A suggestion for the accursed undead group either instead of or including the frozen Falmer you could have create vampire, and starting with weak vampires, you could have an upgrade system similar to what there is with the Draugr, e.g Draugr Deathlord, to Draug Death Overlord, to Dragon Priest.
    Something like, Vampire Fledgling, to Vampire, to Blooded Vampire, all the way up though the ranks to Nightlord Vampire with maybe an option for Vampire Lords too.
    each requiring higher levels of necromancy and or upgrading the Defiler perk aswell as requiring more and rarer ingredients to upgrade them.
    Become Dracula, that Grand Elder Vampire